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Urw Changelog

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  1. This is a list of release notes.
  2.  
  3. --------------------------------------------------------------------------------------------
  4. Version: 3.20
  5.  
  6. ** Saved characters from version 3.18-> are compatible with this version. **
  7.  
  8.  
  9. - SLD 2 migration accomplished - freely resizable game window, compatibility and future
  10. possibilities
  11.  
  12. UrW now uses SDL 2, SDL_image 2 and SDL_mixer 2 libraries. Migration to SDL 2 is
  13. necessary to allow bigger graphics overhaul to take place in the future and to remove
  14. several bottlenecks and compatibility problems in handling the keyboard and graphics.
  15.  
  16. From developer's point of view SDL 2 migration stands as an investment for the future.
  17.  
  18. From player's point of view the three most notable changes from moving to SDL 2 are:
  19.  
  20. * Game window is now freely resizable. (But otherwise there are no changes in
  21. graphics or screen layout.)
  22. * Variety of graphic initialization and full screen problems are history.
  23. * Keyboard layout related problems (eg. DVORAK) are history.
  24.  
  25. There are few issues with SDL 2 which you should be aware of:
  26.  
  27. - In Windows a chime sound is played when using ALT+key combinations (skill hotkeys)
  28. if you have Windows sounds enabled.
  29. - The game needs to be started with NumLock off or otherwise numpad cursor keys
  30. are not working.
  31. - Keyboard repeat rate is derived directly from system repeat rate, so keyboard
  32. response is probably a bit different compared to version 3.19.
  33.  
  34. - added: configuration options to set preferred resizing and fullscreen modes
  35.  
  36. LOGICAL_RESIZE option in urw_ini.txt defines if the logical size and aspect ratio
  37. should be maintained upon resizing the window or not.
  38. Possible values are YES and NO. It's set to YES by default.
  39.  
  40. FULLSCREEN option in urw_ini.txt defines if the game is started in normal,
  41. maximized or fullscreen window.
  42. Possible values are:
  43. NO - normal resizable game window. Starts at last used game window size.
  44. YES - fullscreen game window at the current desktop resolution.
  45. MAXIMIZED - game window is maximized upon starting the game.
  46.  
  47. - setup menu removed - everything is now configured via urw_ini.txt
  48.  
  49. All the configuration options are now set by editing urw_ini.txt in the installation
  50. folder. The actual setup menu has been removed from the main game-screen, but setup
  51. selection remains only to display info to go edit urw_ini.txt.
  52.  
  53. Self-explanatory setup menu options now appear urw_ini.txt as follows:
  54.  
  55. AUDIO, BACKGROUND_MUSIC, AMBIENT_SOUNDS, MOVEMENT_SOUNDS, IDLE_ANIMATION
  56.  
  57. - added: scandinavian letters allowed in character names
  58.  
  59. In character folder names scandinavian letters are encoded to hex values.
  60.  
  61. - changed: character loading menu shows true names of the characters
  62.  
  63. Previously it showed (the first 8 letters of) character folder names.
  64.  
  65. - added: an incomplete list of credits to main menu
  66.  
  67. - added: true crop cycle for villages - harvesting, stocking and sowing
  68.  
  69. All the villages now properly harvest their fields, stock the products and sow the
  70. fields again in the spring. Villages start harvesting the crops as soon as majority of
  71. plants have ripened, and continue until everything has been harvested.
  72. Start of the harvest season is first noticed by bundles of turnips appearing in the villages,
  73. followed by peas, and then beans and grains.
  74.  
  75. Pod type plants are stored in bags, root vegetables are just stocked somewhere on their
  76. own and seeds are stored in boxes and baskets. Notice that not all the containers are necessarily
  77. completely full. Availability of farm products and seeds in villages is naturally most abundant
  78. in autumn, reserves will be consumed during the winter, and there's usually only little left in
  79. the spring. And yes, you can now also get seeds from the villages.
  80.  
  81. Crop cycle is maintained year after year if there's sufficient population in the village.
  82.  
  83. - added: two new containers - birch-bark box and birch-bark basket
  84.  
  85. * birch-bark box
  86.  
  87. Light and small container which villagers use for storing small seeds. It can hold 1 lbs.
  88. There's a separate graphic tile for this item:
  89. truegfx/sp_sbox.png
  90. (tile drawn by Brian Shapiro)
  91.  
  92. * birch-bark basket
  93.  
  94. Rather large container which villagers use for storing big seeds. It can hold 15 lbs.
  95. There's a separate graphic tile for this item:
  96. truegfx/sp_sbasket.png
  97. (tile drawn by Brian Shapiro)
  98.  
  99. - adjusted: container capacities
  100.  
  101. Wooden tub can now hold 10 lbs. (was 8 lbs)
  102. Bag can now hold 20 lbs. (was 10 lbs)
  103. Wooden bowl can now hold 6 lbs. (was 4 lbs)
  104. Wooden cup can now hold 3 lbs. (was 2 lbs)
  105.  
  106. MIGRATION NOTICE:
  107. These factors only apply to newly created items. Containers that were created in earlier versions
  108. have the old capacities.
  109.  
  110. - added: proper empty container weights and load calculations
  111.  
  112. Containers didn't really have their own effective empty weights and attempts to calculate true
  113. loads of filled or emptied containers were confusing and failed. Now containers have proper empty
  114. weights and load calculations are working properly.
  115.  
  116. MIGRATION NOTICE:
  117. These factors only apply to newly created items. Containers that were created in earlier versions
  118. probably now have zero empty weight.
  119.  
  120. - balanced and checked: farm product values
  121.  
  122. No changes in grain price.
  123. Root vegetables prices have been doubled.
  124. Pod type plant (beans and peas) prices are increased by 50%.
  125. Flour value has been halved, and it's now about 50% more valuable than the grains itself.
  126. Small seeds, such as turnip seeds, aren't considered very valuable and have a low nominal price.
  127. All the foodstuff prices are foremostly based on their true nutritional value, but these few
  128. adjustments give better balance to relative prices of these farm products.
  129.  
  130. - adjusted: seed weights
  131.  
  132. Turnip seeds, and other small seeds, are now lot more lighter than previously.
  133. There are some balancing in pea and grain weighs too, but those aren't dramatic.
  134.  
  135. - changed: your character won't butcher human corpses unless somewhat starved
  136.  
  137. This ends an era of lightly practised cannibalism and trade of human flesh.
  138.  
  139. - changed: wearing armours
  140.  
  141. You can wear multiple textile, leather or fur clothes of the same type at the
  142. same time. For example: you can wear fur shirt, linen shirt and nettle shirt
  143. at the same time. Metal armour restrictions remain unchanged - only one piece of
  144. each armour type.
  145.  
  146. - overhauled: armour glossary
  147.  
  148. Anachronistic armours removed, new armours & clothes added, coverages checked & adjusted,
  149. new sprites added, and armour availability & usage checked and adjusted.
  150.  
  151. MIGRATION NOTICE:
  152. With migrated characters armour attribute changes (names, sprites, properties) don't apply
  153. to old items that were created/obtained in previous version.
  154.  
  155. * terminology changes
  156.  
  157. Greaves are now known as shin guards.
  158. Vambraces are now known as forearm guards.
  159. Short hauberk is now simply known as hauberk.
  160. Long cowl is now simply known as cowl.
  161.  
  162. * new sprites
  163.  
  164. There are new sprites for helms, metal cowl, hauberk, bandage, mittens, generic
  165. cowl/veil/headgear, generic trousers/leggings and generic spot protection armour.
  166. (original tiles drawn by Brian Shapiro - some are modified)
  167.  
  168. To allow compatibility with modded tilesets there are separate files for new sprites
  169. in truegfx/ folder:
  170. sp_mhaub, sp_lhaub, sp_helm, sp_spechelm, sp_mittens, sp_headgear, sp_mcowl,
  171. sp_headgear, sp_bandage, sp_spotprot, sp_trousers
  172.  
  173. * ring armours removed - all of them.
  174.  
  175. Ring type armour has no base in history. No actual examples of ring armour have
  176. been found on European archaeological findings.
  177.  
  178. * variety of anachronistic iron armours removed
  179.  
  180. Iron great helm, iron halfhelm, iron cuirass, iron breastplate, iron greaves,
  181. iron vambraces and iron rerebraces are removed.
  182.  
  183. * helms
  184.  
  185. There are two types of helms, both made of iron: helm and spectacle helm.
  186.  
  187. - Helm covers the skull and is made from one piece of iron hammered into shape.
  188. - Spectacle helm covers the skull and face. It has a spectacle-like covering for the face,
  189. extending down to wearer's chin.
  190.  
  191. * new armour material: lamellar
  192.  
  193. Lamellar is eastern armour type used by Njerpez. Lamellar armours are made of square
  194. or rectangular iron plates tightly fastened to each other with leather straps passed
  195. through openings along the edges of the plates. Lamellar technique is used mainly to create
  196. cuirass and hauberk type armors, but it's also suitable for some spot protection pieces.
  197. Compared to mail, lamellar armour offers better protection from blunt attacks but only
  198. slightly better protection from edged attacks.
  199.  
  200. There are 5 lamellar armour items:
  201. lamellar hauberk, lamellar cuirass, lamellar forearm guards, lamellar shin guards and
  202. lamellar rerebraces
  203.  
  204. * new leather armours
  205.  
  206. There are 3 new leather armours items which all can be crafted:
  207. leather shin guards, leather forearm guards and leather cuirass
  208.  
  209. * hauberk coverage adjustments
  210.  
  211. Hauberk (previously known as short hauberk) doesn't cover upper arms anymore.
  212. This is because there was no really relevant difference between the two hauberk types.
  213. (Long hauberk covers the upper arms and extends to the knees.)
  214.  
  215. * undershirts shortened
  216.  
  217. Undershirts now extend to the thighs. (Previously to the knees)
  218.  
  219. * dresses lengthened
  220.  
  221. Women's dresses now extend to the calves, but don't anymore cover upper arms.
  222. (Previously they covered also the upper arms and extended to the thighs)
  223.  
  224. * overcoats lengthened
  225.  
  226. overcoats now extend all the way to the knee.
  227.  
  228. * fur cloth changes and additions
  229.  
  230. - Fur mittens are now longer than they used to be and now cover also the forearms.
  231. (Previously they covered only hands)
  232.  
  233. - Fur shirt is now shorter than it used to be.
  234. It's still long-sleeved shirt but extends only to cover the groin and hips.
  235. (Previously it covered also the thighs and knees)
  236.  
  237. - new fur item: fur overcoat
  238.  
  239. Long-sleeved and long coat extendeding down to your knees. Can be crafted and is a useful
  240. piece of winter clothing. More valuable, heavier and requires more raw material than a
  241. fur shirt.
  242.  
  243. Foreign traders and Njerpez now have a distinctive cultural difference between armours they
  244. favour and wear. In general metal armours are very rare, and even the foreign warriors need to
  245. rely mostly on fur and leather for protection. Helms, cowls and smaller metal armours for spot
  246. procetion are now far more common than valuable body armours such as hauberks.
  247.  
  248. Wealthy local cultures of Driik, Sartola, Koivula and Reemi may very rarely have
  249. few metal armours available. These are often helms and pieces of spot protection,
  250. and only extremely rarely body armours.
  251.  
  252. - balanced: stocking and availability of some basic tools
  253.  
  254. Basic tools such as pots, ropes, sickles and shovels are now more commonly
  255. found even among isolated cultures. Availability of the tools is naturally
  256. culturally dependent, but you don't necessarily have to go to western villages
  257. anymore to find a pot or shovel. Villages now stock also empty wooden containers
  258. such as wooden tubs and bowls.
  259.  
  260. - added: villages stock wood and lumber
  261.  
  262. You can now find boards, slender tree trunks, wooden stakes and logs in villages.
  263. Availability of these items is naturally culturally dependant.
  264.  
  265. - added: villages stock ordinary clothes
  266.  
  267. All except northern cultures may occasionally have some spare clothes available
  268. in their villages. Availability of clothes is dependant on village wealth and
  269. population, but there's a possibility to find all kind of ordinary clothes;
  270. linen, woollen, nettle and fur clothes- and even shoes or women's dresses.
  271.  
  272. - balanced: availability of high quality of northern bows
  273.  
  274. Northern people can now have high quality (fine and masterwork) bows - their
  275. availability was broken in previous version. These items are still rare, but
  276. can be found. Especially Kuikka-tribe people are the master bow makers of the
  277. north.
  278.  
  279. - added: one new character portrait (to eastern portraits)
  280.  
  281. - added: "Stop your tasks" companion command
  282.  
  283. This makes your companion to stop all the tasks he/she was doing.
  284.  
  285. - added: group commands for pets and companions
  286.  
  287. You can now give group commands to your pets and companions eg. to make them
  288. all attack the same target at once.
  289.  
  290. * group commands for pets
  291.  
  292. Group command mode can be activated after you've chosen to talk or shout to one
  293. of your dogs. If there are multiple dogs within sight or hearing range "Group
  294. command" selection appears in animal commands menu. After you've activated it
  295. the command you then choose will be given to all the dogs in range.
  296. 'Eat' and 'Attack' are possible group commands for dogs. Eat command still requires
  297. first talking to a dog in your sight.
  298.  
  299. * group commands for companions
  300.  
  301. Group command mode can be activated after you've chosen to talk to one of your
  302. companions. If there are multiple companions within a close range "Group
  303. command" selection appears in companions commands menu. After you've activated it
  304. the command you then choose will be given to all the companions in range.
  305. 'Attack', 'Fell trees', 'Make a fire' and 'Stop your tasks' are possible group
  306. commands for companions.
  307.  
  308. - added: an option to ask NPCs what they want in a trade
  309.  
  310. There's now "What of my items you'd prefer in this trade?" chat option available
  311. during trading. Upon using it NPCs will let you know the items they prefer, or
  312. how they feel about the trade in general. Regardless of what they say you can still
  313. offer any items you want, but usually their thoughts and wishlists are good and
  314. fair advises.
  315.  
  316. - balanced: robber demands and speaking them out
  317.  
  318. * You can now ask robbers what items they want exactly. This helps to decide whether
  319. you really want to hand over your goods or not.
  320.  
  321. * Robbers demands have been reasoned and can vary
  322.  
  323. In general robbers now prefer value and quality over quantity. Even if you a had
  324. lots of gear with you robbers are usually satisfied with a dozen of most precious
  325. ones. Most importantly they don't want to rob all of your clothes and armours
  326. anymore, but only the most valuable ones. There's also variation in robber's
  327. demands and some can be happy with only a few very valuable items.
  328.  
  329. - added: seals!
  330.  
  331. There are two types of seals: the ringed seal and the grey seal.
  332. Both live in the sea and can be found on all the coastal regions of the UnReal World.
  333. The grey seal is more common than the ringed seal.
  334. (In reality certain subspecies of ringed seals should exists in big lakes of Kiesse too,
  335. but adding them stays for later.)
  336.  
  337. Seals spend most of their days in the water but do regularly come ashore to rest
  338. and pass time in certain locations. During open water season they rest on rocky surfaces
  339. of the utmost skerries and islets of the sea. In the winter they do live near the edge
  340. of the ice, spending the lazy hours on the ice.
  341.  
  342. For more information about the seals see game encyclopedia entries [F1] for RINGED SEAL
  343. and GREY SEAL.
  344.  
  345. * Meat yield from seals is very low compared to their weight, but their fat yield is
  346. high.
  347.  
  348. * Seal-tribe village restocking has been adjusted to feature a proper level of seal
  349. furs and meat.
  350.  
  351. To allow compatibility with modded tilesets there's a separate sprite files for seals:
  352. truegfx/av_gseal.png, truegfx/av_rseal.png
  353.  
  354. - added: aquatic animals can dive under the water
  355.  
  356. They do it especially when escaping. As diving animals disappear from your sight they
  357. are pretty much impossible to be hunted while diving.
  358.  
  359. - added: feathers
  360.  
  361. Skinning a bird now also gives you its' feathers. Number of feathers obtained depends
  362. on the bird size and ranges roughly from 12 to 100. It's assumed that you want to keep
  363. only the good wing and tail feathers.
  364.  
  365. * You can also find naturally dropped feathers.
  366.  
  367. * Feathers are categorized as tools.
  368.  
  369. * Crafting an arrow now requires three feathers per arrow. Crafting a blunt arrow now
  370. also requires tying equipment as the feathers need to be attached to the shaft.
  371.  
  372. To allow compatibility with modded tilesets there's a separate sprite file for feathers:
  373. truegfx/sp_feather.png
  374.  
  375. - added: new birds
  376.  
  377. Raven, goshawk, hazel grouse, kuikka, goldeneye, willow grouse and eagle owl.
  378.  
  379. Find briefing of the new birds below and see their game encyclopedia [F1] entries
  380. for more info.
  381.  
  382. * Raven
  383.  
  384. Ravens prefer extensive areas of forest and exist throughout UnReal World in rather
  385. scarce number. They are mainly scavengers feeding on carcasses of dead animals, but
  386. their diet may also vary widely and ravens can be considered quite omnivorous.
  387.  
  388. * Goshawk
  389.  
  390. Goshawks are strongly built hawks. They nest in older forests throughout UnReal World
  391. and hunt other birds and small mammals, sometimes as large as hares. Goshawks are
  392. migratory birds, leaving in late autumn and returning in spring.
  393.  
  394. * Eagle owl
  395.  
  396. The eagle owl is a very large owl. They have large heads with striking ear tufts and
  397. fiercely glowing orange-coloured eyes. Eagle owls breed in scarce number in forests
  398. almost throughout UnReal World, except for the unforested mountainous areas of the
  399. extreme north. Eagle owls are birds of prey and hunt hares, small mammals and birds.
  400. They are active at night and very efficient hunters.
  401.  
  402. * Willow grouse
  403.  
  404. Medium-sized and least numerous of all the forest game birds, but nevertheless found
  405. all around UnReal World and commonly hunted for meat. Willow grouse can thrive in
  406. very diverse terrain, but primarily occupies sparse pine forests, mires and slopes
  407. of cliffs and fjells. They are accustomed to cold, harsh and rugged environment, but
  408. favour having birch and alder trees around their territory.
  409.  
  410. * Hazel grouse
  411.  
  412. The smallest and the second most common forest game birds found in Unreal World.
  413. Adults mate in early spring and nest on the ground.
  414. They prefer thick forests with both conifers and leaf trees.
  415. In thick forests hazel grouses can survive better from goshawks.
  416.  
  417. * Goldeneye
  418.  
  419. Common aquatic birds breeding around inland and marine waters.
  420. Goldeneyes are migratory birds. They leave in autumn and are among the first migratory
  421. birds to return in early spring.
  422.  
  423. * Kuikka
  424.  
  425. Kuikka is a rather large aquatic bird named after its' distinctive call.
  426. Kuikka breeds throughout Unreal World by wilderness lakes with clear water.
  427. It eats fish, typically perch and roach. Kuikkas are migratory birds, leaving quite
  428. early in autumn and returning in spring.
  429.  
  430. To allow compatibility with modded tilesets there are separate sprite files birds:
  431. truegfx/av_goshawk.png etc.
  432.  
  433. - added: audio samples for birds
  434.  
  435. Now we can actually hear ravens, goshawks, swans, kuikkas, hazel grouses and eagle
  436. owls calling.
  437.  
  438. How talkative the birds are depends on the species and time of the year.
  439. Hazel grouses are most talkative in the spring and late summer, eagle owls call almost
  440. exclusively n the winter, kuikkas keep calling mostly during early summer season etc.
  441.  
  442. - added: birds lay eggs
  443.  
  444. All the ground nesting birds now lay eggs. Depending on the species eggs are laid in
  445. Swidden month (April), Seedtime month (June) or Fallow month (July). Aquatic birds
  446. lay eggs on islets and skerries, or nearby the shore among vegetation, and finding
  447. their eggs is relatively doable if you have patience. Eggs of forest birds are much
  448. harder to find.
  449.  
  450. Of the forest birds capercaillie, black grouse, willow grouse and hazel grouse all
  451. nest on the ground.
  452.  
  453. (Traditionally mostly the eggs of ground nesting birds have had importance to eke
  454. out diet. Eggs of tree nesting birds is a curiosity that was intentionally left out
  455. this time.)
  456.  
  457. - overhauled: animal populations
  458.  
  459. Creation of animal populations has been thoroughly checked, adjusted and balanced.
  460. These adjustments concern not only the commonness and relative number of animals, but
  461. also their natural habitats. Frequency of big game remains quite the same as it was,
  462. and most notable changes are seen in populations of small animals and birds.
  463.  
  464. In general you can now expect more varied and greater number of wildlife to exist in
  465. the world, but natural habitat of animals has a much greater role than before. You
  466. can't expect to find any forest animals in any type of forest.
  467.  
  468. Few examples:
  469. Gluttons and ravens prefer large intact coniferous woodland areas.
  470. And so do pine-martens - but they also like cliffs and caverns nearby their home
  471. forests. Badgers mostly occupy mixed or leaf tree forests - preferably with some
  472. wetlands nearby. Weasels aren't too picky about their habitat as long as there's enough
  473. trees and vegetation to provide coverage - but they tend to avoid too open areas.
  474. etc. etc. etc.
  475.  
  476. With balanced and overhauled animal populations in use you are bound to find more
  477. animals and more different species within smaller area than before. It's possible
  478. that an area of 5x5 wilderness tiles (500x500 meters) can have a dozen of different
  479. forest birds, three hares, two squirrels, a fox and a badger around. It's possible -
  480. but naturally not always the case. And despite of more wildlife existing it's not
  481. evident that you'll get to spot it from a close (or hunting) distance.
  482.  
  483. To learn more about changes in habitat and population adjustments see updated
  484. game encyclopedia [F1] pages for:
  485.  
  486. * ARTIC FOX
  487.  
  488. Even though artic foxes are most common in the north they can be now met also
  489. elsewhere. Even back in 1800's arctic foxes have been said to be somewhat common
  490. in southern Finland so we assume that some populations have wandered and existed
  491. all around UnReal World. NPCs of other than northern cultures can now also stock
  492. artic fox furs.
  493.  
  494. - changed: arrows are now slightly more valuable (because of feathers in the mix)
  495.  
  496.  
  497. - added: all cutting weapons work for cutting carcassess - but knife is preferred
  498.  
  499. You get fewer cuts from the carcass when using other than a knife.
  500.  
  501. - added: hauling information messages if you try to haul items while wading
  502.  
  503. Hauling while wading isn't possible, but there was no message to clarify this.
  504. Now the game tells you that it's not possible and suggest to push items to the shore
  505. instead.
  506.  
  507. - added: sauna stove
  508.  
  509. There are no fireplaces in saunas anymore, but sauna stoves instead. Sauna stove
  510. appearance and usage is similar to fireplace. Having this new sauna stove tile has
  511. no specific usage yet but preceeds the future sauna related improvements.
  512.  
  513. - improved: lighting effect of fires
  514.  
  515. Lighted area is now roundish and its' radius depends on size of the fire. As the fire gradually
  516. goes down you also see decrease in lit area. This affects to both campfires and lit fireplaces.
  517.  
  518. - added: precise time passing featured on bunch of new tasks
  519.  
  520. Added for general diy crafting, making and repairing clothes, timbercraft tasks (logs,
  521. boards, firewood etc.), hideworking tasks (cleaning, curing, tanning), digging a pit,
  522. preparing the soil, grinding flour.
  523.  
  524. - added: option to stand still until not fatigued
  525.  
  526. This option is available in movement and rest actions menu, or can it be activated
  527. by [ALT] + [-] hotkey.
  528.  
  529. - added: unpaid category & standardized hotkeys to inventory filtering
  530.  
  531. * There's now "unpaid" category within inventory filter menu (TAB) showing all
  532. your unpaid/taken items.
  533.  
  534. * Shortcut keys for item types have been standardized.
  535. w - weapons, a - armours & clothing, c - containers, h - hides & skins etc.
  536.  
  537. - added: direction is told in sound based messages
  538.  
  539. Eg. "You hear a tree falling down in the east.", "You hear rustle of wings from
  540. the north." etc.
  541.  
  542. - changed: e[X]changing weapons if a shield is wielded now costs a turn
  543.  
  544. - changed: raw meat and raw fish now floats
  545.  
  546. To avoid accidentally losing meat or fish when operating with a kill or catch by
  547. the shore.
  548.  
  549. - modding fix: incorrect weight of modded [patchwise] cookery items
  550.  
  551. For example:
  552. If you made batch of 5 cookery items which required 2.5 lbs of raw materials
  553. all together you got 5 cookery items each weighing 2.5 lbs - even though you
  554. should have gotten 5 cookery items each weighing 0.5 lbs. (2.5 / 5 = 0.5)
  555.  
  556. - changed: only the items that don't float can be buried in bogs
  557.  
  558. - removed: wheat bread
  559.  
  560. Old item which didn't fit in the word. There's no wheat.
  561.  
  562. - changed: clothes and armours being worn can be offered in a trade
  563.  
  564. - changed: foreign traders don't fell trees anymore as their lagtime activity
  565.  
  566. - changed message: "[creature] escapes." -> "[creature] flees."
  567.  
  568. - fixed: sounds of fighting NPCs at the area occasionally being played when
  569. loading map or sleeping
  570.  
  571. - fixed: being able to command NPCs of single house settlement to go away
  572.  
  573. - fixed: NPCs climbing steep elevations too fast
  574.  
  575. - fixed: being able to [a]pply animal leashes on world map
  576.  
  577. - fixed: wrong "block of wood(s)" plural -> "blocks of wood"
  578.  
  579. - fixed: a rare condition of trapped unconscious animals attacking
  580.  
  581. - fixed: being able to [a]pply animal leashes on world map
  582.  
  583. - fixed: leashed pet duplication when returning to village where your departed
  584. companion had recently returned
  585.  
  586. - fixed: animals tied to trees occasionally roaming free
  587.  
  588. Some iterations of this bug were fixed before, but a new bug prone instance
  589. was discovered. Report back if this bug still persists.
  590.  
  591. - fixed: wading animals moving too fast
  592.  
  593. - fixed: auto-tracking on world map occasionally displaying "You don't notice any tracks."
  594.  
  595. - fixed: movement restrictions from penalties not always applied when rowing
  596.  
  597. - fixed: unconscious NPCs blocking other NPCs from moving to same tile
  598.  
  599. Now aggressive NPCs will walk over unconscious ones.
  600. When selecting a target from location with multiple NPCs the conscious NPC
  601. is always chosen if available.
  602.  
  603. - fixed: humans can recognize trap-fences and understand to avoid traps there
  604.  
  605. - fixed: cave crashes (specifically with .rpm package on Fedora)
  606.  
  607. - fixed: location with traps spawning copies of earlier creatures at the area
  608.  
  609. It was very rare occasion, but when triggered you could have same type of NPCs
  610. spawning at the area day after day.
  611.  
  612. - fixed: container price wasn't taken into account in item price calculations
  613.  
  614. - fixed: villagers knowing your breaches without seeing you in action
  615.  
  616. Sight check was broken which caused villagers to magically be aware of your minor breaches
  617. such as harvesting their crops or building a fire. Minor breaches are now properly based on
  618. NPC sight so if they don't see you in action they don't know you did it. You still shouldn't
  619. try to push your luck by building fires or felling trees near the village center, because
  620. the guilty one is sometimes also easily guessed.
  621.  
  622. - fixed: light from fires shined through obstacles
  623.  
  624. Fires use line-of-sight mechanics now, and the light from fires reaches only where it
  625. actually can.
  626.  
  627. - fixed: hiding mode not cancelled when hauling items
  628.  
  629. - fixed: "source of livelihood" game course task was weight based
  630.  
  631. Now true nutritional value of the food you are carrying is taken into account.
  632.  
  633. - fixed: fighting leashed pets not following the player character
  634.  
  635. - fixed: wooden tub price decreased (to one third)
  636.  
  637. - fixed: multiple entries for "human shaped figure in distance" displayed (so that you
  638. can't guess if a world map wanderer is actually party of robbers)
  639.  
  640. - fixed: being asked if you want to swim when entering zoom maps with deep water
  641.  
  642. Character was properly located on dry land, but the question appeared nevertheless.
  643.  
  644. - fixed: "impact doesn't penetrate your armor" displayed for unarmoured characters
  645.  
  646. There's now "The impact doesn't hurt you." alternative.
  647.  
  648. - fixed: repairing a piece of clothing with itself
  649.  
  650. - fixed: bug potential with old animals getting removed from zoomed-in maps
  651.  
  652. There was a vulnerability which might have caused old animals to rarely disappear from
  653. zoomed-in maps. It's secured now and animals should never just disappear suddenly.
  654.  
  655. - fixed: rowing mode got cancelled when moving without a paddle or sesta in launched watercraft
  656.  
  657. This resulted in watercraft not being properly transported with you between world and
  658. zoom maps.
  659.  
  660. - fixed: it was possible to start hiding while rowing, swimming, or hauling items
  661.  
  662. - fixed: spots of lichen or other ground cover appearing in the water - old topography bug.
  663.  
  664. - fixed: nettles (and other grass plants) worked as {hemp} in diy requirements
  665.  
  666. - fixed: tied pets sometimes followed you onto world map and got stuck there
  667.  
  668. This fix isn't verified, so report back if this issue still persists.
  669.  
  670. - fixed: pets staying on burning fires
  671.  
  672. - fixed: birds couldn't fly over high cliffs
  673.  
  674. - fixed: being able to set nets on ice if there was a hole in the ice nearby
  675.  
  676. - fixed: saving between midning and morning caused various morning related checks to be
  677. skipped the next morning - you couldn't milk your cow, wounds didn't heal,
  678. skill flags weren't reset.
  679.  
  680. For migrated characters a bugged morning check skip may occur upon reload if you
  681. had saved between midnight and morning, but after the next save it's all synchronised
  682. and fixed.
  683.  
  684. - fixed: injury score from old injuries occasionally being added to new frostbites
  685.  
  686. - fixed: NPC crops growing in water (on fields next to a lake)
  687.  
  688. - fixed: robbers picking up items they couldn't carry made the items disappear
  689.  
  690. - fixed: wilderness location where angry villagers or robbers might throw you away not
  691. properly randomized
  692.  
  693. Previously only the north-west location was chosen, now there's proper randomized
  694. variety.
  695.  
  696. - fixed: free sauna items
  697.  
  698. Sauna scoops and tubs of water aren't free to take anymore.
  699.  
  700. - fixed & balanced: skiing and walking in the snow
  701.  
  702. * In addition to being fatiguing, walking in the snow is now also about 20% slower.
  703.  
  704. * Skiing skill matters and skiing is now also fatiguing, but always faster and easier
  705. than than walking in the snow.
  706.  
  707. Now your skiing skill determines how fatiguing it is for you to ski. The more
  708. skilled you are, the less of an effort it is to ski. Only highly skilled skiers get
  709. close to zero fatigue accumulation anymore, but skiing skill still improves quite
  710. fast so most characters can build up decent skiing skills during single winter.
  711. In any case skiing is always faster and less fatiguing than walking in the snow.
  712.  
  713. * Skiing is cancelled and you are notified to remove your skis when the time of the
  714. year doesn't suit skiing.
  715.  
  716. - fixed: food in NPC villages/camps never spoils - old exploit
  717.  
  718. - fixed: setting bait to a direction you can't see wasted the bait
  719.  
  720. - fixed: hauling not cancelled when pushing a hauled carcass
  721.  
  722. - fixed: skinning ignored carcass beneath another one
  723.  
  724. - fixed: being able to build ceiling and floor on the same tile where it was already built
  725.  
  726. - fixed: "and X more..." not calculating correctly the number of items being prepared
  727.  
  728. - fixed: hiding from robbers was impossible during the phase when they come to talk to you
  729.  
  730. - fixed: missed shots that hit a group member of the original target didn't cause
  731. a morale check
  732.  
  733. - fixed: sleeping or unconscious creatures prevented hiding
  734.  
  735. Entering hiding mode wasn't possible if you were in "sight" of sleeping or unconscious
  736. creatures.
  737.  
  738. - fixed: shield protection glitches
  739.  
  740. They protected too much in neutral position and too little when held on the left side.
  741.  
  742. - fixed: cancelling tasks skipped the possible morning maintenance and physical condition
  743. checks
  744.  
  745. - fixed: creatures standing on cellar were invisible
  746.  
  747. - fixed: when milking into a container filled with water the contents weren't emptied first
  748.  
  749. - fixed: small animals (eg. squirrels and hares) being able to wade
  750.  
  751. - fixed: foreign traders messed up item tags in the villages and made the items
  752. unpurchaseable
  753.  
  754. - fixed: location selection dialog closes when choosing a location you can't see
  755.  
  756. - fixed: villagers stocking stale food
  757.  
  758. - fixed: skin not obtained if skinning got cancelled during the last minute
  759.  
  760. If the skinning task got cancelled due to exhaustion (or whatever) at the very last
  761. moment of the skinning process you didn't obtain the hide, but the animal was still
  762. marked skinned.
  763.  
  764. - fixed: spoiled food items occasionally not stacking
  765.  
  766. This was related to markers of their original quality. The conflicting markers are now
  767. cleared upon spoilage. Notice that the old non-stacking spoiled food items your
  768. character may have will remain non-stacking.
  769.  
  770. - fixed: stale tag persisting upon cooking
  771.  
  772. You might get "Roasted stale perch" etc. Now stale tag disappears properly upon
  773. cooking, and the results of cooking stale food items aren't delicious.
  774.  
  775. - fixed: waking up to strange noises when falling asleep from exhaustion while rowing
  776. or running
  777.  
  778. - fixed: animals might freeze for moment upon escaping if their escape destination was
  779. badly chosen
  780.  
  781. - fixed: drinking from containers taking too much time
  782.  
  783. - fixed: villagers joining the robbers when they enter the village area
  784.  
  785. - fixed: NPC/villager reactions to robbers was broken
  786.  
  787. Now both the wandering NPCs and villagers react properly to presence of robbers.
  788. They rarely attack the robbers right away but keep them on eye. If the robbers cross
  789. the line by coming too close, then the people don't hesitate to attack them.
  790.  
  791. - fixed: terrestial animals sleeping in shallow water
  792.  
  793. - fixed: repeated deathblows with [3] fail to keep the previous aiming zone if any menu
  794. selections or certain actions (eg. sleeping) were made in between the deathblows
  795.  
  796. - fixed: leashed animals not properly freed upon getting defeated and thrown away from the
  797. location by robbers or villagers
  798.  
  799. Now your animals are unleashed. You may, or may not find them again.
  800.  
  801. - fixed: wading on land if you were too fatigued/penalized to move at all and tried to
  802. start wading
  803.  
  804. - fixed: sauna scoops and wooden tubs disappearing from villages
  805.  
  806. - fixed: carcasses tagged as partially skinned even if the skinning wasn't allowed
  807. (ie. while swimming)
  808.  
  809. - fixed: arrow-in-loading bug: NPCs could shoot you while the map was only loading
  810.  
  811.  
  812. --------------------------------------------------------------------------------------------
  813.  
  814. This is a list of release notes.
  815.  
  816. --------------------------------------------------------------------------------------------
  817. Version: 3.20 (patch 1)
  818.  
  819. These are the fixes/additions in patch 1 for version 3.20:
  820.  
  821. - fixed: keyboard issues; ignored keypresses and non-responsive keyboard state
  822.  
  823. - fixed: noisy audio (due to audio initiliazation with low sample rate)
  824.  
  825. - fixed: emptying once paid containers made them unpaid again
  826.  
  827. - fixed/changed: having to pay for using water in villagers containers
  828.  
  829. If you filled your own containers from unpaid tubs of water or utilized water in unpaid
  830. tub in any other way you had to pay for it. This also often resulted in bugged debt lists.
  831.  
  832. - fixed: wild animals trying to snatch food close to the player character
  833.  
  834. - fixed: trapped animals triggering adjacent traps, and leaving them "in use" state
  835.  
  836. This was fixed in 3.20 already but some conditions of the bug still persisted.
  837.  
  838. - fixed: using high quality weapons in butchering small animals sometimes resulted in obtaining more meat
  839. than the carcass weighed
  840.  
  841. - fixed: wrong northern spear sprite
  842.  
  843. wrong sprite persists with migrated northern spears. The fix applies to new items.
  844.  
  845. - fixed: knees missing from overcoat coverage
  846.  
  847. Overcoats now cover the knees.
  848. wrong coverage persists with migrated overcoats. The fix applies to new items.
  849.  
  850. - fixed: faulty messages about NPCs unwielding odd items
  851.  
  852. - fixed: pet dogs giving up the chase if their prey entered water
  853.  
  854. - fixed: walls of sauna stoves appearing within villages/fields
  855.  
  856. - fixed: crash potential when entering single house Reemi settlements
  857.  
  858. - fixed: a rare condition of dogs choosing a random target after loosing their original prey
  859.  
  860. - fixed: villagers labeling you as a thief if you pushed items while carrying unpaid items
  861.  
  862. - fixed: being able to [D]iscard village property
  863.  
  864. - fixed: inventory filtering of unpaid items listed the items in multiple same item categories
  865.  
  866. - fixed: manually returned unpaid items which NPCs couldn't carry became unpurchaseable
  867.  
  868. - fixed/changed: splinting the fractures in head area
  869.  
  870. Fractures in eye sockets, neck and skull are now treated with bandages and compresses.
  871.  
  872. - fixed: a rare condition of corrupt population data causing empty villages getting restocked
  873.  
  874. - fixed: feathers dropping from skinned bird carcasses (if they were eaten by an animal)
  875.  
  876. - fixed: using a crossbow could mistakenly train BOW skill too
  877.  
  878. - fixed: starting location not renewed after re-randomizing the map during character creation
  879.  
  880. - fixed [linux]: unnecessary (and faulty) libc.so.6 dependency removed
  881.  
  882. - changed: birds and bigger animals do not enter cellars anymore
  883.  
  884. Only relatively small carnivores such as foxes, polecats and ermines may occasionally
  885. manage to snatch food from cellar.
  886.  
  887. - added: unconcious/dead seals can sometimes fall to the bottom of the sea rather than resurface
  888.  
  889. - added: configuration option for auto zooming into your settlements
  890.  
  891. AUTO_ENTER_HOMESTEAD option in urw_ini.txt defines if you want to automatically zoom in
  892. when moving onto your settlement tile on world map.
  893. Possible values are YES and NO. It's set to YES by default.
  894.  
  895. - added: configuration option for overall audio volume
  896.  
  897. VOLUME option in urw_ini.txt defines the overall audio volume.
  898. The value can be from 1 to 100, with 100 representing 100% volume. It's set to 50 by default.
  899.  
  900. - added: being able to swim from watercraft
  901.  
  902. Use your SWIMMING skill when not wielding paddle or sesta to go swimming from the watercraft.
  903.  
  904. --------------------------------------------------------------------------------------------
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